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Rising Legends: Stalker Abilities
Stalker Abilities
Scout Shadow Animal
Aspect
Gain +1 + TT/2 on Stealth rolls.
Boost: After using Stealth, the next 1 + TT/3 spaces you move within 1 round do not affect the DL of vision against you.
Earth Scout Senses Animal
Aspect
Gain +1 + TT/2 on Track rolls.
Boost: Tracking does not increase your movement cost.
Imagination Shadow Space Potion
Spell - Illusion
Target subject in 3 + TT range gains Tier 1 + TT/2 Concealment against vision.
Duration 3 + TT rounds   Defense Magic
Boost: If they end their turn without moving, they gain Tier 1 Concealment against vision.
Despair Mind Shadow
Response - Illusion
After Injuring a creature that cannot see you with a physical attack, deal 2 + TT/2 Emotional damage. The emotion is fear of the unknown.
Boost: For 1 round, reduce the face value you need to roll for damage against the creature by 1.
Scout Senses Umbral
Spell - Infusion
Know exactly what direction target subject in 6 + TT x 2 range is from you as long as it is within 1 + TT miles.
Duration 1 day   Defense Magic
Boost: Know the distance they are from you.
Naturalist Tactician
Aspect
Gain +1 + TT on Creature Knowledge rolls.
Boost: If you succeed Knowledge to know how a Beast or Mindless creature normally attacks, gain +1 on defense against it.
Advanced Abilities
Those that practice and excel in the Stalker style gain access to these more unique abilities.
Body Despair Shadow Animal
Response
Requirements: 9 Combined Tiers of Nimble and Nature
1 Resolve: After you Ambush a creature who is not in Conflict, heal 1 Major Action.
Boost: Gain +1 + TT/3 on your next physical attack roll this round against an Ambushed creature.
Environmental Trickster Umbral
Spell - Transference
Requirements: 7 Combined Tiers of Nimble and Nature
Creatures in a Burst 1 + TT/2 treat the temperature at 10 + 10 x TT degrees closer to comfortable.
Duration 1 + TT hours
Boost: Creatures treat Humidity as 1 + TT Tiers closer to 0.
Mind Shadow Potion
Spell - Illusion
Requirements: 7 Combined Tiers of Nimble and Nature
Target subject in Reach becomes invisible.
Duration 6 + TT x 2 rounds   Defense Magic
Boost: Target can use a Major Action to cause any Break Illusion against this effect to reset as if it had not been used.
Arcanist Athlete Imagination
Talent
Requirements: 9 Combined Tiers of Nimble and Nature
Choose an ability you saw a creature use since the end of your last turn and identified. You can use that ability as if you know it for 1 minute. You do not benefit from any Boost, Training, or Augment they had.
Boost: If the ability you see is Boosted or Trained, gain that benefit, except the Training cannot exceed TT.
Air Despair Naturalist Potion
Spell - Elemental
Requirements: 7 Combined Tiers of Nimble and Nature
Deal 3 + TT Clumsy, Slow, Stiff, and Unsteady damage to target creature in 6 + TT x 2 range.
Defense Nature
Boost: Until they have none of these Ailments, after they pay a Movement cost, deal 1 + TT/3 Flowing Air damage to their Grit.
Air Order Shadow
Trick
Requirements: 11 Combined Tiers of Nimble and Nature
1 Resolve: If you have Ambushed a creature this turn, use a Major action. The action fails if it does not Ambush a creature that you have not Ambushed this turn.
Boost: If the action succeeds, increase the DL for creatures to be aware of you this turn by 1 + TT/2.



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